Oozing Bulk. The Abysmal Sludge cannot be knocked prone, and it squeezes through spaces as small as 5 feet wide without penalty.
Toxic Secretion. A creature that ends its turn grappling or grappled by the Sludge takes 5 (1d10) acid damage automatically.
Slug Trail. The ground in a 10-foot trail behind the Sludge becomes difficult terrain for 1 minute and emits a foul stench. Creatures that start their turn in this trail must succeed on a DC 13 Constitution save or be poisoned until the start of their next turn.
Multiattack. The Sludge makes two attacks: one with its Slam and one with its Acid Glob.
Or One Acid Glob and one Bite.
Slam. +11 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Acid Glob. Ranged Weapon Attack: +4 to hit, range 30 ft., one target.
Hit: 10 (3d6) +4 to hit, reach 30 ft., one target. Hit: 10 (3d6) acid damage.
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) piercing damage +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage., and the target must succeed on a DC 14 Constitution saving throw or take 10 (3d6) (3d6) poison damage and be poisoned for 1 minute.
-
A poisoned creature can repeat the save at the end of each of its turns, ending the effect on a success.
-
On a natural 1 on the save, the creature is also paralyzed until the end of its next turn, as their body spasms from the toxic slime.
Description
Whispers from the Depths
Beneath forgotten ruins festers a failed alchemical experiment—discarded and buried in the filth of the world. Over time, it grew sentient and bloated with rot, becoming the Abysmal Sludge. Worshipped by some as a god of decay, its presence warps the mind and body alike. Those who dare to harvest its flesh risk madness for the promise of alchemical power.
Lair and Lair Actions
When encountered in its underground nest, the Abysmal Sludge's lair oozes with ancient alchemy and fungal corruption. At initiative 20 (losing ties), one of the following effects occurs:
-
Noxious Aura: Creatures that end their turn within 20 feet of the Sludge for 2 consecutive rounds must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage and suffer hallucinations (random movement on their next turn or disadvantage on Wisdom saves for 1 minute).
-
Slime Bloom: A sudden pulse of bioluminescent spores erupts from the walls. All non-aberration creatures in the lair must make a DC 13 Wisdom save or be charmed until the end of their next turn, unable to willingly move away from the Sludge.
Comments